Rich Diver

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Organized Play Member. 116 posts (1,600 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 10 aliases.


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I think I'll pass for the next game. I got a good amount of games going on and the lack of roleplaying depth in PFS might not be my cup of tea. Plus, I got some stuff I have to focus on the coming months.

Thanks a ton for the game! I did enjoy it, and we'll see more of each other in Lein's game ;)


Dotting .. :)


Durp, I did mean H-14.


I-14 :)


It is so tempting to copy a Rjak-style god and civilization .. and have you played King of Dragon Pass? If not, you should give it a try. It's a tribal simulator in a rich RPG setting. It might give you some inspiration to boot!

Name: Prexus A'marha Xolanthi, He Who Is Within and Without.
Name Code: PAX
Domains: Travel, Science.
Race: The Iremae. An Iremi is quite similar to a human. His physiology is nearly identical: two legs, two arms, a head and similar organs. It is in the faculties of the Iremi and his experience of what is life where lies the difference between the Iremi and humans. It is currently unsure whether the Iremae are humans who were elevated by Prexus or if they went on their own evolutionary path many generations ago. The more orthodox segment of the population refuse to do research on this topic, feeling the fear that they might find answers that will rock the core of their civilization, while the more progressive segment wants nothing more than to know where they came from. One does not know what path he is walking if he does not know where the path started.
The Iremae are looking for knowledge and wisdom as this brings them closer to their God and it is this what their God is looking for. Wisdom is within and can be found at home while knowledge is without and requires an Iremi to go forth and find it. This somewhat paradoxical philosophy is the very core of Iremi civilization.

Advancement: Seafaring 1
Biome: Wetland
Elevation: Flat
Race Code: TI

Background: coming!


Okay, this looks mightily interesting. I've been a big fan of Master of Magic (best game evah!) since it came out and a Civilization and Europa Universalis addict. I'm going through the rules right now and will post my entry later!


Google drive is your friend. You can save anything on there, such as maps, and edit them from anywhere. You can even give others the right to edit them so that once you got an image of the battlemap, you just add some markers for players and tada, they can do your work for you!

Having important information available as long as you got internet connection is a blessing. Spreadsheets with loot, text files with notes and NPC stats, you can all put it in one easily accessible folder ^^


Dotted. The KM campaign I was in fizzled out and the guys I play with in real-life have already ran the campaign, so I'm mightily interested.

It would be super if you could include some general guidelines like favored and restricted alignments, houserules and what not! And for maps, google drive and the option to edit files on it from any android or desktop device is your friend!

Depending on the party, I'm actually interested in either rolling up a LN mercenary type of Abadar OR a cleric of Gozreh who's out to protect the wilds. Clearly option two would only work with a nature-focused party. Option one will work with any lawful'ish party.


That shouldnt be a problem.


Dotting .. :)


Hi! I'll make a profile during the course of the day and catch up on the gameplay thread. I already used the extra skill points and I'll surely use every gold piece *laughs* thanks for having me.


The Dawn Company
The Company of Dawn
Crimson Wati Company

.. ^^~


Dotted :D


Haha, it's fine! Wasn't my intention to come across as such :D


I have not, because I honestly just want to play a rogue. Everything about Carter 'fits'; from the fluff to the crunch.


I've rolled up a straight-forward half-elf rogue for your consideration. Hewin Carter is a trained archeologist, born and raised in a family of archaeologists hailing from the proud city of Almas, the capital of Andoran. Culture is a beautiful thing and whereas nature divides us through necessity, culture can bind us. Embracing this philosophy, he strives to see cultural treasures fall into the right hands; namely museums. While originally not from Osirion, he's been taken by the exotic lure of the wind-swept deserts and sandy stoned cities of Osirion and has put his study focus on there. Now that he's old and experienced enough to stand on his own feet, Carter has been blessed with some much needed gear by his family and the local temple of Shelyn to see him off on his way to fame and glory.

Link to my character.

The idea is to eventually multiclass in fighter for some more combat options .. but, until then, most of his feats will focus on survival (+2 to saves, Toughness) as combat isn't a rogue's primary focus.

And for what it's worth, I'm from the Netherlands so I won't be posting 'out' of your time-zone :)


Sourat's background.:
Background

Family: Sourat was born into a well-off family, his father a military administrator and his mother a sister of Mitra. Blessed with two sisters and a younger brothers, Sourat is the oldest of the four siblings. Thanks to his family’s connections and standing he got to traverse the easy road to success. As a child he learned how to read and write, saw plenty of the world during the travels of his father and as a young teenager he became an assistant to his father. His mother passed away while birthing his youngest sister. This is the moment where a shadow fell over Sourat, giving the ever looming darkness the opportunity it was looking for. A man cannot live without his mother and in the middle of the night, when the world was quiet, he started hearing the whispers of a mother who could take care of him, a warm and caring woman who would embrace him if only he wanted so.

Career: The tutelage of Carsus, an elderly administrator whose eyes were failing him, taught young Sourat all the basics of what being a Publican is all about; keeping track of everything you encountered and did. Spoken words are fleeting, nothing but a breeze that passes you by, whereas the written word is a testament for the ages. Discipline and being meticulous are the foundations upon which he built his career, but this framework failed him when his mother was embraced by Mitra. His neatly kept records no longer gave him any joy. Sourat started exploring darker sides of himself in this period and it was then that he came into contact with seedier elements of Talingard. The things people wouldn’t do for a silver piece or two! Or to spare a silver piece or two! Even better, some would willingly give their flesh instead of their coin. The path of debauchery welcomed him and slowly his acts of sin became darker and darker. He’d volunteer to bring the crown its money in the poorer parts of Talingard, knowing well that it was there that desperation could be found. Merely handing over one’s flesh wasn’t good enough for him no more. Mother approved and when his fantasy had problems formulating even lower lows for him to sink to, she’d whisper him some profane inspiration.

A history of debauchery: There comes a time when a man finds it hard to take the next step. Not because lifting one’s foot up to take it is an impossible task, but because he’s already free-falling. The taboos that the followers of Mitra dare to whisper about became familiar territory in only a year or two. Carnal pleasure became a thing of pain, suffering and the application of violence. If it wasn’t his silver tongue and good looks, it was his office that helped Sourat get what he want. In the remote corners of the kingdom, where poverty wasn’t banished yet by the followers of Mitra, he thrived. He enjoyed the frontier, the untamed wilderness and its easily abused peoples. Yes, some fought back and sometimes he had to abuse his power to silence an angry man or woman. But it wasn’t until that fateful night that Sourat had to use deadly force to keep his debased exploits under wraps. The air was ripe with summers, the sweet pollen of life floating on the afternoon breeze. Dying tendrils of light tried to hold on to the world, but were firmly pushed out by the ever hungry darkness. Sourat’s eye had fallen on a peach of a girl, barely 19. She was returning from the fields, carrying a heavy basket on one shoulder. His horse towered out above her, as demands his position, but he wanted nothing more than to kneel and grovel at her feet for her attention. Her father, a yeoman farmer who had always paid his taxes in time, was gone to serve under the count. A plan formulated in his mind at such a pace that it scared him; whereas virtuous people say no by reflex, the sinner thinks hards and deep before he opens his mouth and stuffs his soul with that what he shouldn’t. To have a way of getting her come up that fast? Oh, perhaps it were the years of experience, he thought to himself. “There are rumors that there are orcs about, young lady”, he said in a steady voice. While it was true that there were such rumors, another aspect of that truth was that there are always rumors of orcs being about. It was the naivity of the girl that saved him there. The words wouldn’t convince a worldlier girl. She stared up at the man bearing robes of a noteworthy office, in awe of the majestic steed he rode. “It is best if I escort you back home and perhaps, if your family would be as kind, have me over for the night before I move on to the next village come tomorrow.” She couldn’t help but nod and Sourat dismounted, knowing that she wouldn’t open up if he didn’t lower himself to her level.
He knew that her mother was no longer alive. That her older brothers were with her father, training under the supervision of the count’s master of arms. The fact she hadn’t said no meant she was willing to say yes to his other question. How wrong he was. In his eagerness to sate his vile desires, he had failed to notice the sweat that was gathering on her brow and the trembling of her hands. Just as the mighty steed trampled all that was in his way, the girl hoped this awful moment would pass rather sooner than later. It wouldn’t. The light died and darkness swallowed all when a piercing scream ran across the fields, like an arrow with no target, an act of desperation. A sound that didn’t carry itself that far was the meaty thumb of a fist connecting with the back of her head. She tumbled forward, falling lifeless onto the cold unwelcoming ground. “All I wanted was your beauty, for you to surrender part of it to me!” he cried. “Since the moment I saw you, all I wanted was to feast on it! And your eyes, they said yes when I first saw you!” Temporary insanity kicked all sane thoughts out of the door as Sourat fell to his knees and sank his teeth into the soft and still warm flesh of the fair girl. He didn’t stop until his hunger called no more. What followed was a rude awakening. The unforgiving stare of the sun blinded him as he blinked. Spears were pointed at him by three men on horseback who wore the colors of the count. The soulless body, discoloured by the imprints of his fingers and beatings of his fist, was a testimony to what had happened. As always, Sourat had made sure there was evidence of what had happened. Meticulous until death. His mouth was stained red with the maiden’s last gift. That what had given her life, given color to her beauty, covered Sourat’s face and hands. As the soldiers took him in, he smiled. She did give me her beauty after all, and how sweet it had tasted! How sweet!

Pennance: What followed, hurt. The first blow that rocked his world was when the chains of his office were stripped from him. The second blow was when the local magistrate confiscated all his possessions. That what he had worked for to achieve, to make his, were taken from him. A life-time of luxury sang a dirge as justice hammered down on its coffin, pounding in the nails one at a time. Murder. Sin. The worship of a strange goddess. Cannibalism. Attempted vampirism. The list of crimes kept on growing with every sitting of court. Sourat heard none of it, because his all-consuming hunger raged within. Its screaming and howling were so overwhelming that Sourat didn’t even react when he was sentenced to die, but only after he had served twenty years in the saltmines to repay his debt to the family of the young woman he had murdered. That, and to give him time to think about what he had done, to find his way back to Mitra’s arms before he’d be parted from his mortal coil by the stroke of an axe. If only the hunger wasn’t so strong, he’d have pleaded insanity. A sane Sourat might’ve found a way out from under the death penalty, but Mother was kind and caring, and so kept his mind too occupied to even take note of it. In the first few weeks that followed, Sourat found illness and affliction. A cough that wouldn’t escape his lunges no matter how many times he coughed plagued him and kept him from being able to work. The shivers soon followed. Sweat gushed from his brow as inane babbling rolled over his lips. Those guards who had to bring him his food soon became sick. The priest who came to see him threw one look into the room, seeing a wreck of a man staring at one of the walls of his prison, and quickly concluded that it was the poisoning of the soul that was taking its toll. No help could be given to him now. Food and water were served through the window of his prison door and in this, Sourat found the first of many blessings of Mother. He didn’t have to work for the scum of Mitra, they worked for him. Those who came too close would become sick and the law had spoken; his head wasn’t for the taking for at least another nineteen years.
Salvation: The family of the girl hadn’t seen any money coming in for over two months now. Their complaints were heard by the local magistrate and he had sent letter to the prison. A priest and doctor were to examine Sourat. Boils disfigured his hands and arms and when the doctor saw these, he turned a whiter shade of pale. Silence conquered the prison cell until a defiant cough rolled out of Sourat’s lunges. “We must get out of here, now!”, the doctor yelled at the priest. But the man of the cloth knew that Mitra was watching and he stepped forward. The burden of Sourat’s sins fell on his shoulders all at once. The urge to rip his throat out with his bare hands, sink his teeth into his soft flesh and consume the stain of corruption inside Sourat, tugged at the man’s mind. He stepped forward, raised his fist, and struck. The doctor yelled, telling him to stop, but the priest didn’t stop until Sourat’s body stopped moving. It was then that he turned around and attacked the doctor. Footsteps rushed through the hallway, the hiss of steel singing its deadly song. Guards fell into the room and tried to subdue the priest, but with his bare hands he assaulted them and they were forced to strike him down. Death had finally found its way to Sourat’s cell.

Freedom: Sourat’s body was taken out of the prison by the doctor. He was to be buried at the Vi’Sapor’s family grave, next to his mother in the hope that she could guide him away from sin in the afterlife. But death had not quite taken him just yet.

The freedom part is vague as of yet, because I'd have to know just where he is now .. and what liberties I can take when filling in those details!


Dotting!


HP: 4d8 ⇒ (6, 3, 8, 8) = 25 .. and there's that.


Sourat pretty much is a front-line wizard wearing a divine jacket: using debuffs, nukes and when necessary, melee attacks. I just wish the random dice roller had been more kind for his CON score x'D


Sourat Vi'Sapor in an easy to read google doc.

I'm working on the background as it is, should have it posted in an hour or two. But his personality in some keywords: Sourat is ambitious, calculating, gluttonous and has an addictive personality - when something tastes sweet, Sourat won't be able to keep his hands off. He is a former publican, a tax collector for the state, but his fat fingers got stuck in the cookie jar that is the imperial treasury. An attempted murder on the person who caught him got Sourat a one way trip to the Salt Mines, where he has to pay for his crime and the costs of his execution before he gets a one way trip to the Great Beyond. The shadow that washed over him when his mother was taken by Mitra is now a deep dark pool in which he's drowning, but never before has he felt this free. Ever deeper he dives, exploring entire new sides of his debased self.

Crunch wise he's a straight-forward casting cleric with atrocious combat stats *laughs*


http://www.firemountaingames.com/Players_Guide.pdf


There we go, lol, a low dex and con make for a gluttonous man :) would love a ruling on his deity before i pick his domains!


I was thinking of rolling up a gluttonous bastard who got in above his head with a crazed cult and a goddess he does not fully understand. A slave to sensation, he ever dug deeper to sate his sick desires.

Human cleric of Urgathoa (no crazy undead naster here, but a plague-ridden unfortunate bastard):

Crime: Consorting with Dark Powers.
Focus: 18 Wis
Foible: 8 Dex

Strength: 1d10 + 7 ⇒ (7) + 7 = 14
Constitution: 1d10 + 7 ⇒ (3) + 7 = 10
Intelligence: 1d10 + 7 ⇒ (8) + 7 = 15
Charisma: 1d10 + 7 ⇒ (7) + 7 = 14

Im not sure what deities you'll use, but I was thinking of using Urgathoa as a base template. Whether she is as she is in Golarion, or a sick and twisted servant of Asmodeus who has something on the side, I'm fine with it all. Even after escaping, he should still be screwed over from time to time for his wickedness.


Yes sir. Those are fantastic stats ;p


Shalalfi, it is 4d6, drop the lowest. Read my other posts, there are your adjusted stats and those are just fine and fall well in Aardvark's guidelines.


Indeed. It also went real smooth. Sorry for fudging it up once or twice x'D


I already corrected his stats in an earlier post, Lein =D

Quoting myself wrote:
It is 4d6 minus the lowest: 8, 11, 10, 18, 18, 13, 14 .. which is still fantastic. 18/18/14/13/11/10 once you drop the 8.


GOLDS: 5d6 ⇒ (6, 1, 3, 1, 2) = 13 * 10 = 130! Could've definitely been worse. Could've definitely been better *laughs*

Google documents version of my character .. work in progress! My guy is a Taldorian fighter, a 'mercenary for hire'. By giving up some of the fighter's stronger points, namely medium armor, heavy armor and shield proficiency and armor mastery, he makes up for some of its weaknesses by being quite the skill monkey. I took inspiration from Wilbur Smith novels, the French Foreign legion and the tv-series Strike Back and filled him with my character concept in mind.

The background will be my next point of priority, together with rounding out his gear, but seeing as that the party must have a theme / common background, I'll leave room for that in whatever I brew up.

* and this is Krass, for what it's worth.


It is 4d6 minus the lowest: 8, 11, 10, 18, 18, 13, 14 .. which is still fantastic. 18/18/14/13/11/10 once you drop the 8.


From the Player's Guide: wrote:

The competition in Wati is fierce, and dozens of other adventuring groups have made their journeys to the Half-Dead city to try their luck and skill in the necropolis, as have scores of merchants and others looking to capitalize on the inf lux of people. Each of the other adventuring groups have f lavorful names

to help them stand out among the competition. Your group should talk among yourselves and come up with a suitable name for an adventuring party. Adventuring party names should be evocative and play to the
strengths of the party’s makeup. Sometimes a party has a clear leader and the adventuring party incorporates his or her name into the group’s name. Table 4–8 on page 99 of Pathfinder RPG GameMastery Guide provides
a generator to help create adventuring party names. Alternatively, a few other suggestions are provided in the sidebar above. Choose one of those names to serve as a good adventuring party name.

Might be handy to keep that in mind during character creation ;)


To be honest, you best be playing a human and invest in some INT and perhaps take a look at the 'Fast Learner' feat so you can always get that extra skill point from the favored class bonus. With +2 int, that would bring you up to 6 skills a level as a human.

I love clerics, but their skill handicap drives me bonkers. I'm leaning on a few ideas right now, waiting to find out what ideas falter under the pressure and hoping that one of them does not. A half-Osirion half-Taldorian devotee of Nethys, a Taldorian scoundrel priest of Calistria and a happy-go-lucky sellsword (preferably using a heavy duty crossbow, like an arbalest) are the three ideas I'm juggling in the recesses of my mind at the moment ^^


Noted. I got to haul my ass over to an archaeological depot right now (ha, how fitting!) so I'll be back in a couple of hours with a post .. ;)


And Abramov's general role is more that of a skill-monkey support with 'some' melee potential. Brewing potions and eventually sharing extracts and home-made poisons is his thing ;)


About me:
-I'm in three games right now: a long running Shattered Star game, an edited version of Rise of the Rune Lords and a PFS game.
-I'm a student with plenty of time to browse the internet.
-Should be able to post at least twice a day.


Alright. I'll work it out some more when I get home later tonight. Now it's time for me to don the DM shoes and put some players through hell and back ;)


I'm finishing up my character right now. He turned out completely different than expected! He is no longer a freebooter, but an alchemist focused on making and using poisons. I'll post it soon *tm*


I'm rolling up a ranger (freebooter), but am running into one detail that irks me: he has spellcasting. Where would such a scoundrel get his magic from? Besmara? It ain't an issue 'yet', but a ranger can use a variety of wands from lvl1 and on.

Stacking the skirmisher archetype on top of the freebooter would fix that, but I utterly dislike stacking archetypes.


Good lord, this sounds amazing. Are you still accepting applications? If so, I'll see to it that mine will be posted tomorrow :)


Ha, and one more thing: I hope you like the mix of traits as much as I do.


I'm drawing up a merchant cleric of Abadar. Thanks to the traits and drawbacks I don't even need to put a lot of effort into his background! It all fell into place as I picked them :)

Mind you, I just blurted this all out in a fit of creativity! I still need to 1) pick a second feat 2) pick his gear 3) fill in combat stats. Averys is a support character who can be the face, the knowledge-monkey, healer and divine caster. The one thing he cannot do is dishing out damage.

Averys' background:

Background
A notorious stickler for the rules, Averys Devero always makes sure he knows the rules of the game he is playing. He is the single child of a well-off merchant and his loving wife, but lost his parents before he turned six. The family’s possessions were handed over to his aunt Diana Devero, who refused to take care of her young nephew. The butler of the house, a halfling named James O’Lily, took pity on the boy and took him in. Unknowingly to him at the time, this meant that the boy now had a caretaker and so the aunt was relinquished of her duty to take care of him. So it happened that Averys grew up under the wings of his adoptive halfling parents.

His father would often take young Averys with him to the market and there, tell him all about the foodstuffs he bought. The man was a halfling, so a love of food came naturally to him, but he soon came to realize that he was not teaching Averys about food, but how to appraise goods and how to bargain. When the boy was old enough, James O’Lily brought Averys to the Bank of Abadar and applied for an internship. His family name was used on the application and that, and only that, resulted in him being approved. So the boy was enrolled in the rigorous education system of the church of Abadar.

Surely the events of his youth happened while he was still very young, but it filled him with a drive that was unmatched by most of his peers. Averys’ new parents never spoke to him of the riches his family once possessed and it wasn’t until his teenage years that he felt the need to rebel and go against the advice of his parents. He dug into his own history and uncovered more dirt than he could handle. Shutting the door to this terrible past, Avery instead focused on the future. He had a knack for making money and his father introduced him to a relatively untapped market – the spice trade, fueled by the many halfling sailors who frequented Korvosa. He was a friend of the halfling community and could name plenty of upstanding halfling citizens who would vouch for him. The result was that Averys could buy small packages of spices and then resell them in larger quantities. Through a system of pooling and then distributing, he turned small profits into larger profits. The tall man helped the small men and all benefited. It goes without saying that Averys ensured a sizable part of the profit went into his own pockets.

Now he had his starting capital and the know-how and drive to take the next step: turn an even bigger profit. But fate once again crossed his path and pushed him onto a different road. One day, he stumbled upon a locket of pure gold, inlaid with rubies. Inside this locket was a magically enhanced painting depicting a field of flowers and an ancient oak tree. In front of the tree stood a couple, each resting a shoulder on the shoulders of a boy. Old scars were ripped open and an anger he thought he had buried seeped through the walls of his carefully constructed world.
The tide of the past was rolling in and he couldn’t withstand it any longer.

The crunch.:
Averys De’Lily
Human (Chelish) Cloistered Cleric 1

STR 10
DEX 10
CON 14
INT 14
WIS 16
CHA 14

HD 1D8+CON = 10HP
BAB 0
SAVES F2/R0/W2 > F4/R0/W5

Feats
H Skill Focus Diplomacy
1

Skills
1 Diplomacy
2 Sense Motive
3 Appraise
4 Profession Merchant
I Knowledge Local
I Knowledge Religion
H Knowledge Geography

Traits & Drawbacks
T Love Lost (Orphaned: +2 profession merchant.)
T Helpful (Aid Another gives a +4 instead of a +2.) - (Through the Adopted trait.)
D Avarice (When treasure is divided, if you do not end up with at least 10% more treasure than any other individual companion does, you have a hard time being helpful to your allies. You become irritable, and can’t take the aid another action for the next week.)

Special
LANGUAGES
-Common, Chelish, Halfling, Varisian.
HUMAN
-Focused Study (Skill Focus @ 1, 8 and 16)
-Silver Tongued (+2 bonus on Diplomacy and Bluff. Shift three instead of two steps when using diplomacy.)
CLOISTERED CLERIC
-4 skill points instead of 2.
-Diminished Spellcasting: Only one domain and can cast one less spell per level.
-Breadth of Knowledge: Half level (minimum 1) to knowledge checks and can make them untrained.
-DOMAIN: Travel with the Trade subdomain.
-1 Floating Disk, 2 Locate Object, 3 Fly.
-+10 feet movement speed.
-Silver-Tongued haggler: Free action to get ½ level (minimum 1) to diplomacy, bluff and sense motive, 3+wis times a day.
-Channel Energy: 1D6 positive energy.
-Orisons: can cast prepared lvl0 spells without limitations.
-Aura: Lawful
-Spontaneous Casting: can spontaneously cast spells with ‘cure’ in the name.

Notes:
-Can cast Abadar’s Truthtelling (1) and Blessing of the Watch (1).
-Can prepare Word of Recall as a 5th level spell.


1 person marked this as a favorite.

All rogues should pick up a reach weapon and the gang-up feat. The problem I have with that is that I can't stand the idea of a long-spear wielding rogue. Another problem I have with rogues is that the amount of skills is nothing but a fancy gimmick past level 7 or 9. At that point, magic can do whatever you do, but better.

My favorite rogue build is a hobgoblin rogue (+2dex/con, darkvision, whip proficiency) who wields two (scorpion) whips. Sadly, you rarely get the opportunity to play a hobgoblin. The hobgoblin nets you the necessary proficiency, the rogue gives you plenty of feats through talents and if your teammates got half a brain between them, you can sneak attack from 15f away. Is this a strong build? Sure, if he's in the ideal position, but a fighter, barbarian or any archer can do the damage he does in any given round, no matter the circumstances.

I could go into the problems with stealth and TWf, but you've all gone over that already. I got one more point to make though - the whole 'chill touch x times a round' doesn't work.

James Jacobs (Creative Director) in response to Produce Flame wrote:
It's a spell, and should therefore function similarly to other touch spells like chill touch. Iterative attacks are SOLELY the province of weapons (and of spells that specifically work like weapons)—touch attacks and natural weapons do not work this way. Therefore, one touch per round with a produce flame, or one hurled flame per round.

For whatever that's worth.


1d100 ⇒ 9


Sam schiet met zijn kruisboog op één van de schedelspinnen, maar zijn schicht spat uiteen op de harde tegel onder de voeten van Manfred. Vervolgens bespringen de hongerige wezens Manfred weer in een verwoede poging de grote indringers uit hun territorium te krijgen .. en tegelijkertijd een lekkere snack te regelen.

Sam's Aanval: 1d20 - 1 ⇒ (7) - 1 = 6
Spin Één: 1d20 ⇒ 10
Spin Twee: 1d20 ⇒ 20
Spin Twee Confirm: 1d20 ⇒ 8

Manfred krijgt één schade en een DC10 fortitude save of anders 1 con damage. De beurt is weer aan de party. Beide spinnen staan in Manfred's hokje!


Manfred haalt woest uit, maar beide aanvallen weten hun doel niet te vinden. De spinnen springen op zijn schenen en kniëen op het moment dat het gigantisch stuk ijzer hun kant opkomt. Tristan weet echter een spin te doorboren met zijn rapier op het moment dat het op hem springt.

Voordat de spinnen hun tanden in Manfred kunnen zetten weet Sam echter nog een kruisboog schicht af te vuren..

Ik resolve de spinnen nadat Sam/Thomas heeft aangevallen.


I suppose I should add the feat Selective Spell to the list :p


Greetings! I'm making a backup for a mythic game and I've decided to play an evoker. The idea is to blast things to kingdom come or crowd-control them so hard that my partymembers can do that. Level 16, mythic tier 1 and 25 point buy with standard gold for the level and two traits.

The basic trick for this character is to use fireballs to blow up groups of enemies and use more specialized spells to take on tougher single foes. A mythic empowered maximized fireball cast at CL20 means you do 300 damage. This would count as a lvl3 slot, thanks to a metamagic rod and spell perfection. Throw in quicken and bump up the slot to 4 (trait for -1 to metamagic cost) and you can do 600 a turn. Alternatively, you can add persistent or dazing to the non-quickened ball for extra fun.

Now, my question is: what mythic feats, abilities and or basic feats and abilities would compliment this guy? He has:
-Eight feats from levels.
-Three feats from being a pure wizard.
-Possibly 1 feat from being a human, but I haven't decided on a race yet.
-One mythic feat!
-One mythic ability - mythic spellcasting.

He must take:
1 Spell Focus Evocation
2 Greater Spell Focus Evocation
3 Empower Spell
4 Intensify Spell
5 Quicken Spell
6 Spell Perfection Fireball
7 Spell Specialization Fireball
8 Spell Penetration
9 Greater Spell Penetration

This leaves a mythic feat and two feats open(or three if human).


Één schedelspin wordt verpulverd door een kruisboog schicht. De andere drie zijn echter razendsnel en weten de wapens te ontwijken die veel groter dan zijzelf zijn. Twee spinnen proberen Manfred te bijten en de derde ziet een lekkere snack in Tristan. Beide weten nog snel een aanval op de spinnen te maken voor ze op hun springen..

Jullie krijgen beide een attack of opportunity (spin = AC 16) aangezien ze jullie hokjes in moeten! Wilmar/Manfred moet sowieso 1 DC10 FORT save halen of hij krijgt 1 CON damage, ongeacht of hij raakt. Jordie/Tristan moet ook een DC10 FORT save halen als hij mist en of minder dan 4 dmg doet. Dit om het allemaal wat te versnellen.

Beide heren krijgen sowieso 1 (!) damage.

Spoiler:

1 is Tristan, 2 is Manfred: 1d2 ⇒ 2
Attack 1 op Manfred: 1d20 ⇒ 15
Attack 2 op Manfred: 1d20 ⇒ 20
Attack 1 op Tristan: 1d20 ⇒ 20
Reroll op Manfred: 1d20 ⇒ 10
Reroll op Tristan: 1d20 ⇒ 12


De deuren gaan geluidloos open. De ruimte is overduidelijk een catacombe en de alkoven zijn gevuld met lichamen verpakt in vergeeld linnen. Dikke spinnenwebben versieren het plafond en de muren. Een massieve laag stof bedekt de vloer. Op het moment dat de deuren opengaan zien jullie geen gevaren, maar het moment dat er iemand een stap naar voren maakt horen jullie benige pootjes op .. bot tikken? Nog geen seconde later horen jullie enkele zachte plofjes en zien jullie vier zeer kleine spinnen jullie kant oprennen. Het lijken net kleine lopende schedeltjes..

De vier spinnetjes staan in de twee hokjes naast de eerste alkoven.

De kaart van de ruimte.

Initiative:
Tristan: 1d20 + 3 ⇒ (12) + 3 = 15
Manfred: 1d20 + 1 ⇒ (16) + 1 = 17
Kroak: 1d20 + 7 ⇒ (12) + 7 = 19
Sam: 1d20 + 4 ⇒ (4) + 4 = 8
Vijand: 1d20 + 2 ⇒ (3) + 2 = 5

Kroak, Manfred, Tristan, Sam en dan de spinnen. Oftewel, de party mag eerst!


Ik wacht totdat iemand een deur opent met de chime. Het is voor jullie onmogelijk om deze deuren open te krijgen zonder de chime te gebruiken.

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